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==Overview==
+
All the systems listed here are able to be player designed. This article used to detail the various components. The box below contains all player designed systems. What is left here are the systems that did not get moved due to Pages already existing. It is currently a work in progress.
All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.
 
 
 
==[[Lasers]]==
 
===Components===
 
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.
 
====Laser Focal Size====
 
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.
 
{| border="1"
 
|+Laser Focal Size
 
!Focal Size!!Damage!!Base RoF
 
|-
 
|10cm||3||15s
 
|-
 
|12cm||4||20s
 
|-
 
|15cm||6||30s
 
|-
 
|20cm||10||50s
 
|-
 
|25cm||16||80s
 
|-
 
|30cm||24||120s
 
|-
 
|35cm||32||160s
 
|-
 
|40cm||40||200s
 
|-
 
|50cm||64||320s
 
|-
 
|60cm||96||480s
 
|-
 
|70cm||128||640s
 
|-
 
|80cm||168||840s
 
|}
 
====Laser Wavelength====
 
The wavelength of the laser determines the range modifier and the maximum range of the laser.
 
{| border="1"
 
|+ Laser Wavelengths
 
!Wavelength!!Base Max Range!!Range Modifier
 
|-
 
|Infrared Laser||30,000km||1
 
|-
 
|Visible Light Laser||60,000km||2
 
|-
 
|Near Ultraviolet Laser||90,000km||3
 
|-
 
|Ultraviolet Laser||120,000km||4
 
|-
 
|Far Ultraviolet Laser||150,000km||5
 
|-
 
|Soft X-Ray Laser||180,000km||6
 
|-
 
|X-Ray Laser||210,000km||7
 
|-
 
|Far X-Ray Laser||240,000km||8
 
|-
 
|Extreme X-Ray Laser||270,000km||9
 
|-
 
|Near Gamma Ray Laser||300,000km||10
 
|-
 
|Gamma Ray Laser||330,000km||11
 
|-
 
|Far Gamma Ray Laser||360,000km||12
 
|}
 
 
 
====Capacitor Recharge Rate====
 
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.
 
 
 
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.
 
 
 
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.
 
====Reduced Size Lasers====
 
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.
 
  
 
==Missile Launchers==
 
==Missile Launchers==
 +
See [[Missile Launcher]]s.
  
 
===Components===
 
===Components===
 
 
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.
 
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.
  
 
====Launcher Size====
 
====Launcher Size====
 
 
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.
 
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.
 
{| border="1"
 
{| border="1"
Line 123: Line 48:
 
|}
 
|}
 
====Reload Rate====
 
====Reload Rate====
 
 
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.
 
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.
  
 
====Platform Type====
 
====Platform Type====
 
 
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.
 
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.
  
 
====Reduced Size====
 
====Reduced Size====
 
 
The options here allow the launcher to be reduced in size at the expense of reload rate.
 
The options here allow the launcher to be reduced in size at the expense of reload rate.
 
{| border="1"
 
{| border="1"
Line 149: Line 71:
 
|Box (.15)||15x||No internal reload
 
|Box (.15)||15x||No internal reload
 
|}
 
|}
 
==Power Plants==
 
 
===Components:===
 
 
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.
 
 
====Power Plant Technology:====
 
 
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions. (Note numbers below for 1 hs power plant.)--[[User:Journier|Journier]] 00:20, 23 February 2010 (UTC)
 
 
{| border="1"
 
|'''Power Plant Technology'''
 
!Power!!Cost
 
|-
 
|Pressurised Water Reactor||2||6
 
|-
 
|Pebble Bed Reactor Technology||3||9
 
|-
 
|Gas-Cooled Fast Reactor Technology||4.5||14
 
|-
 
|Stellarator Fusion Reactor Technology||6||18
 
|-
 
|Tokamak Fusion Reactor Technology||8||24
 
|-
 
|Magnetic Confinement Fusion Reactor Technology||10||30
 
|-
 
|Inertial Confinement Fusion Reactor Technology||12||36
 
|-
 
|Solid-core Anti-matter Power Plant Technology||16||48
 
|-
 
|Gas-core Anti-matter Power Plant Technology||20||60
 
|-
 
|Plasma-core Anti-matter Power Plant Technology||24||72
 
|-
 
|Beam Core Anti-matter Power Plant Technology||32||96
 
|-
 
|Vacuum Energy Power Plant Technology||40||120
 
|}
 
 
====Power vs Efficiency:====
 
 
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.
 
 
 
{| border="1"
 
|'''Power Efficiency'''
 
!Power Increase!!Exp!!cost
 
|-
 
| -100%||50%||35%
 
|-
 
| -80%||40%||30%
 
|-
 
| -60%||30%||25%
 
|-
 
| -50%||25%||20%
 
|-
 
| -40%||20%||16%
 
|-
 
| -30%||15%||12%
 
|-
 
| -20%||10%||10%
 
|-
 
| -10%||5%||7%
 
|-
 
| 0%||0%||5%
 
|-
 
|5%||-2.5%||5%
 
|-
 
|10%||-5%||4%
 
|-
 
|15%||-7.5%||4%
 
|-
 
|20%||-10%||3%
 
|-
 
|25%||-12.5%||3%
 
|-
 
|30%||-15%||2%
 
|-
 
|40%||-20%||2%
 
|-
 
|50%||-25%||1%
 
|}
 
 
====Internal Armour Rating:====
 
 
This is how much armour you have on the Power plants,  Internal armour adds 50% to the Hullsize to the component.
 
 
====Size:====
 
 
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.
 
 
==Engines==
 
 
===Components:===
 
 
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.
 
 
====Engine Technology:====
 
 
Engine Technology Increases power output of ship engines.
 
 
{| border="1"
 
|'''Military Engine Technology'''
 
!Power!!Cost
 
|-
 
|Nuclear Thermal Engine||25||
 
|-
 
|Nuclear Pulse Engine||40||
 
|-
 
|Ion Engine||60||
 
|-
 
|Magneto-plasma Drive||80||
 
|-
 
|Internal Confinement Fusion Drive||100||
 
|-
 
|Magnetic Confinement Fusion Drive||125||
 
|-
 
|Inertial Confinement Fusion Drive ||160||
 
|-
 
|Solid Core Anti-matter Drive||200||
 
|-
 
|Gas Core Anti-matter Drive||250||
 
|-
 
|Plasma Core Anti-matter Drive||300||
 
|-
 
|Beam Core Anti-matter Drive||400||
 
|-
 
|Photonic Drive||500||
 
|}
 
 
 
====Power vs Efficiency:====
 
 
 
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.
 
 
 
{| border="1"
 
|'''Efficiency'''
 
!Power Increase!!Exp!!cost
 
|-
 
| -100%||50%||35%
 
|-
 
| -80%||40%||30%
 
|-
 
| -60%||30%||25%
 
|-
 
| -50%||25%||20%
 
|-
 
| -40%||20%||16%
 
|-
 
| -30%||15%||12%
 
|-
 
| -20%||10%||10%
 
|-
 
| -10%||5%||7%
 
|-
 
| 0%||0%||5%
 
|-
 
|5%||-2.5%||5%
 
|-
 
|10%||-5%||4%
 
|-
 
|15%||-7.5%||4%
 
|-
 
|20%||-10%||3%
 
|-
 
|25%||-12.5%||3%
 
|-
 
|30%||-15%||2%
 
|-
 
|40%||-20%||2%
 
|-
 
|50%||-25%||1%
 
|}
 
 
====Internal Armour Rating:====
 
 
====Fuel Efficiency:====
 
 
====Hyper Drive Efficiency:====
 
 
====Thermal Reduction:====
 
 
====Engine Platform:====
 
 
The Engine platform choices are Military, Commercial, Fast Attack Craft, and [[Fighters|Fighter]].
 
 
Military:
 
 
Commercial:
 
 
Fast Attack Craft:
 
 
Fighter:
 
  
 
==Shields==
 
==Shields==
Line 363: Line 89:
  
 
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.
 
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.
 
==Active Sensors/Fire Control==
 
These systems are used to detect targets and provide guidance for missiles.
 
===Components===
 
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.
 
===Active Sensor Strength===
 
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.
 
===Antenna Size===
 
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.
 
===Minimum Resolution===
 
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).
 
 
Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.
 
 
===Hardening===
 
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.
 
==Thermal Sensors==
 
Detects Thermal signatures from planets and ships.
 
 
===Components:===
 
 
===Thermal Sensor Sensitivity:===
 
 
Depending on Thermal Sensor research can increase to 75
 
 
====Total Sensor Size:====
 
 
 
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.
 
 
====Hardening:====
 
 
Resistance to Electronic damage.
 
  
 
==Jump Engines==
 
==Jump Engines==
Line 403: Line 96:
  
 
====Jump Drive efficiency====
 
====Jump Drive efficiency====
Ranges from 3-25 increase via research.
+
Ranges from 3-25; increase via research.
  
 
====Max Jump Squadron Size====
 
====Max Jump Squadron Size====
The amount of ships without a jump driver that can follow through a jump point with a ship with a jump engine.
+
The number of ships without a jump engine that can follow a ship equipped with this jump engine through a jump point.
  
Ranges from 3-12 squadron size.
+
Ranges from 3-12 squadron size; increases jump engine size.
  
 
====Jump Point Distance====
 
====Jump Point Distance====
  
This is useful if you are going to be jumping into a dangerous area where maybe the enemy defends its jump points. It allows you to jump and be further from the Jump Point.
+
This is useful if you are planning on jumping into an enemy system where the enemy could be waiting for you on the other side. It allows you to jump and be further from the jump point; it slightly increases jump engine size.
  
 
====Size====
 
====Size====
  
Increases the HullSize the component takes up but also increases the maximum amount of ship it can jump. (Note max jump size includes the actual Jump Engine, so you need to remember when designing a jump engine that its your ship + the jump engines considerable mass youll be designing the actual Jump Engine for.
+
Increases the HullSize the component takes up but also increases the maximum size of the ship it can jump. The Max Ship Size has to be greater than the ship's total hull size; this includes the jump engine itself, so remember when designing a jump engine that you need to account for both the size of the ship + the jump engine's considerable mass.
 +
 
 +
Please note, that when jumping multiple ships in a fleet, no jump engine can jump a ship larger than the ship it is mounted on, even if the Max Ship Size can accommodate both ships.  If the accompanying ship is smaller than the ship equipped with the jump engine, both ships can pass through normally.
  
 
====Jump Drive Type====
 
====Jump Drive Type====
Line 422: Line 117:
 
'''Military-'''
 
'''Military-'''
  
Military is smaller in size and can have more ships in a squadron. with more efficient use of size.
+
Military jump engines are smaller in size and suffer no penalty to max jump squadron size, with more efficient use of size.
  
 
'''Civilian-'''
 
'''Civilian-'''
  
Less efficient use of size, but can jump larger ships than military version (10x larger ship jump capability than military.)
+
Less efficient use of size and significantly larger overall, but can jump larger ships than military version (10x higher Max Ship Size than military). Civilian drives are less costly, but their max jump squadron size is penalized by one.
 
 
Larger but less costly.
 
==Beam Fire Control==
 
This installation is used to control beam weapons.
 
===Components===
 
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.
 
===Beam Fire Control Distance Rating===
 
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.
 
===Fire Control Speed Rating===
 
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.
 
===Fire Control Size vs. Range/Tracking Speed===
 
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.
 
{| border="1"
 
|+Size vs. Range/Tracking Speed
 
!Size!!Range!!Tracking Speed
 
|-
 
|25%||25%||n/a
 
|-
 
|34%||34%||n/a
 
|-
 
|50%||50%||n/a
 
|-
 
|Normal||Normal||Normal
 
|-
 
|1.25x||n/a||1.25x
 
|-
 
|1.5x||1.5x||1.5x
 
|-
 
|2x||2x||2x
 
|-
 
|3x||3x||3x
 
|-
 
|4x||4x||4x
 
|}
 
===Hardening===
 
This is the same as the Hardening on Active Sensors/Missile Control.
 
===Platform Type===
 
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.
 
===Ship Type Limitations===
 
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.
 
 
 
==Particle Torpedo==
 
Torpedoes do the same amount of damage across their entire travelling distance, making them very useful in some situations.
 
===Components===
 
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.
 
 
 
====Warhead Strength====
 
{| border="1"
 
|+Warhead Strength
 
!Strength!!Hull Size!!fire rate!!power requirement
 
|-
 
|2||5||5||5
 
|-
 
|3||6||5||7
 
|-
 
|4||7||5||10
 
|-
 
|6||8||5||15
 
|-
 
|9||9||5||22
 
|-
 
|12||10||10||30
 
|-
 
|16||12||10||40
 
|-
 
|20||14||10||48
 
|-
 
|25||16||15||64
 
|-
 
|36||18||20||90
 
|-
 
|50||22||25||125
 
|-
 
 
 
|}
 
====Maximum Torpedo Range====
 
60,000km - 1.2m km
 
====Capacitor Recharge Rate====
 
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.
 
 
 
==Meson Cannon==
 
 
 
Meson Cannons are short ranged weapons that ignore armor, even Internal armor.
 
 
 
===Components:===
 
Meson Focal Size:
 
 
 
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.
 
 
 
Ranges from 10cm - 80cm
 
 
 
====Meson Focusing:====
 
 
 
Increases the range of the Meson Cannon without increasing power requirements.
 
 
 
Ranges from 1-12.
 
 
 
Increased by research.
 
  
  
====Capacitor Recharge Rate:====
+
Military jump engines cannot open jump points for civilian vessels, and vice versa.
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon
 
  
 
==Railgun==
 
==Railgun==
Line 534: Line 130:
 
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.
 
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.
  
===Components:===
+
===Components===
  
 
====Railgun Type====
 
====Railgun Type====
Line 551: Line 147:
  
 
Ranges from 1-25
 
Ranges from 1-25
 
==Plasma Carronade==
 
 
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.
 
 
===Components:===
 
 
====Carronade Calibre====
 
{| border="1"
 
|'''Plasma Carronade calibre'''
 
!Damage!!Cost!!size(tons)
 
|-
 
|15cm ||6||122||200
 
|-
 
|20cm||10||?||300
 
|-
 
|25cm||16||?||400
 
|-
 
|30cm||24||?||450
 
|-
 
|35cm||32||?||550
 
|-
 
|40cm||40||?||600
 
|-
 
|50cm||64||?||800
 
|-
 
|60cm||96||?||950
 
|-
 
|70cm||128||?||1100
 
|-
 
|80cm||168||648||1250
 
|-
 
|}
 
 
====Capacitor Recharge Rate====
 
1-25
 
 
== EM Detection Sensors ==
 
 
EM Detection Sensors passively detect shields and active search sensors of other ships, as well as electronic emissions from inhabited planets.
 
 
=== Components ===
 
 
==== EM Sensor Sensitivity ====
 
 
EM Sensor Sensitivity is a technology found under Sensors and Fire Control.  Each level of the technology increases the range at which the sensor can detect a target.  More sensitive sensors are more expensive and require more raw materials.
 
 
{| border="1"
 
!Level!!Cost!!Materials Required
 
|-
 
|5||5||1.25x Duranium 3.75x Uridium
 
|-
 
|6||6||1.5x Duranium 4.5x Uridium
 
|-
 
|8||8||2x Duranium 6x Uridium
 
|-
 
|11||11||2.75x Duranium 8.25x Uridium
 
|-
 
|14||14||3.5x Duranium 10.5x Uridium
 
|-
 
|18||18||5.5x Duranium 13.5x Uridium
 
|-
 
|24||24||7x Duranium 18x Uridium
 
|-
 
|32||32||9x Duranium 24x Uridium
 
|-
 
|40||40||11x Duranium 30x Uridium
 
|-
 
|50||50||13.5x Duranium 37.5x Uridium
 
|-
 
|60||60||16x Duranium 45x Uridium
 
|-
 
|75||75||19.75x Duranium 56.25x Uridium
 
|}
 
 
==== Total Sensor Size ====
 
 
Total Sensor Size is not based on any technology; all options are available from the beginning.  Available sizes run from 0.1 HS to 50 HS.  Increments of 0.1 HS are available for sensors from 0.1 to 1 HS; sizes from 1 HS to 50 HS are available in 1 HS increments.  The following attributes are affected by sensor size:
 
 
===== Overall Sensitivity =====
 
 
EM Sensor Sensitivity is multiplied by Total Sensor Size to determine the overall sensitivity of the sensor.  The overall sensitivity is the range, in millions of kilometers, at which the sensor can detect a target of signal strength 1000.  For example, a sensor with EM Sensor Sensitivity 8 that takes up 3 HS can detect a strength 1000 target at 24,000,000 km (8 * 3 = 24).
 
 
===== HTK =====
 
 
HTK is 0 for sensors smaller than 1 HS, and 1 for sensors 1 HS or larger.
 
 
===== Crew =====
 
 
Base crew size is 5.  This is multiplied by sensor size, and fractions are truncated (so 0.1 HS sensors require no crew).
 
 
===== Cost =====
 
 
Cost from the EM Sensor Sensitivity chart is multiplied by Total Sensor Size, and fractions are rounded to the nearest whole number.  Half is rounded to the nearest ''even'' whole number; for example, both 3.5 and 4.5 are rounded to 4.
 
 
===== Materials Required =====
 
 
Materials required from the EM Sensor Sensitivity chart are multiplied by Total Sensor Size, and fractions are rounded to the nearest 0.25.  Half is rounded to the nearest ''even'' 0.25, so 1.125 (9/8) and 0.875 (7/8) are both rounded to 1 (8/8).
 
 
==== Hardening ====
 
 
Hardening is based on Electronic Hardening technology, found under Sensors and Fire Control.  Each level of the technology reduces the chance that a microwave weapon will destroy the sensor if it is hit.  Greater levels of hardening cost more and require more raw materials, but they do not effect sensor size, crew required, or sensitivity.
 
 
==High Power Microwave==
 
High Power Microwaves destroy electronics on ships, Sensors and fire control.
 
 
===Components===
 
 
====Microwave Focal Size====
 
 
Increases the range, hullsize and power requirement.
 
10cm-80cm
 
 
 
====Microwave Focusing====
 
Focuses the beam to extend the range.
 
 
Ranges from 1-12 tech level.
 
 
====Capacitor Recharge rate====
 
 
Allows faster firing.
 
 
Ranges from 1-25.
 
 
==Gauss Cannon==
 
 
The Gauss Cannon is a short-ranged rapid-fire weapon well suited to point defense.  It can be mounted in turrets and does not require power from a power plant.  Gauss Cannon shots inflict one point of damage each over their entire range.  At higher technology levels the Gauss Cannon can fire several shots every 5-second time increment.  All shots must be aimed at the same target, but a missile salvo counts as a single "target", so a single Gauss Cannon can destroy several missiles at once.
 
 
Note that a missile salvo refers to the missiles fired by a single fire control system at one time; if several enemy ships fire simultaneous missile salvos, a Gauss Cannon can only fire at one ship's salvo at a time.  If the cannon kills an entire salvo with only some of its shots, the rest of its shots in that time increment are wasted.
 
 
===Components===
 
 
====Gauss Cannon Rate of Fire====
 
 
Rate of fire is a technology found under Missiles / Kinetic Energy Weapons.  Each level of the technology allows the Gauss Cannon to fire an additional shot in each 5-second time increment.  Higher rates of fire cost more and require more raw materials, but they don't affect the size of the cannon or the crew required.
 
 
{| border="1"
 
!Level!!Rate of Fire!!Cost!!Materials Required
 
|-
 
|1||1 shot every 5 seconds||x1||x1
 
|-
 
|2||2 shots every 5 seconds||x2||x2
 
|-
 
|3||3 shots every 5 seconds||x3||x3
 
|-
 
|4||4 shots every 5 seconds||x4||x4
 
|-
 
|5||5 shots every 5 seconds||x5||x5
 
|-
 
|6||6 shots every 5 seconds||x6||x6
 
|-
 
|}
 
 
====Gauss Cannon Velocity====
 
 
Velocity is a technology found under Missiles / Kinetic Energy Weapons.  Each level of technology increases the range of the Gauss Cannon by 10,000 km.  Higher velocities don't affect size, cost, or crew required for the weapon, so apart from the time to research the technology, velocity has no disadvantages.
 
 
On the other hand, Gauss Cannon ranges are so short (and missiles are so fast) that a cannon will rarely get more than a single, point-blank volley at an incoming missile salvo unless the missiles are of vastly inferior technology.  For example, a Level 6 (60,000 km range) Gauss Cannon may have time to fire multiple volleys at a primitive, slow missile, but such a cannon is a late-game technology.  Equivalent-tech missiles are usually fast enough to move from beyond the Gauss Cannon's range to impact in a single 5-second time increment.  The Gauss Cannon will still get a final, point-blank shot at the volley, but range is irrelevant for this.
 
 
{| border="1"
 
!Level!!Range
 
|-
 
|1||10,000 km
 
|-
 
|2||20,000 km
 
|-
 
|3||30,000 km
 
|-
 
|4||40,000 km
 
|-
 
|5||50,000 km
 
|-
 
|6||60,000 km
 
|-
 
|}
 
 
====Gauss Cannon Size vs Accuracy====
 
 
Size vs. accuracy is not based on any technology; all options are available from the beginning.  A standard-size Gauss Cannon takes 6 HS and requires 24 crew.  The size, cost, and crew requirement of the cannon can be reduced at the expense of accuracy.  Note that the cost and materials are also affected by rate of fire; see the above chart for multipliers.
 
 
{| border="1"
 
!Size!!Accuracy!!HTK!!Crew!!Cost!!Materials Required
 
|-
 
|6 HS||100%||2||24||12||12x Vendarite
 
|-
 
|5 HS||85%||2||20||10||10x Vendarite
 
|-
 
|4 HS||67%||2||16||8||8x Vendarite
 
|-
 
|3 HS||50%||1||12||6||6x Vendarite
 
|-
 
|2 HS||33%||1||8||4||4x Vendarite
 
|-
 
|1.5 HS||25%||1||6||3||3x Vendarite
 
|-
 
|1 HS||17%||1||4||2||2x Vendarite
 
|-
 
|0.75 HS||12.5%||0||3||1.5||1.5x Vendarite
 
|-
 
|0.6 HS||10%||0||2||1.2||1.2x Vendarite
 
|-
 
|0.5 HS||8%||0||2||1||1x Vendarite
 
|-
 
|}
 
 
==Cloaking Device==
 
 
A Cloaking Device hides a player made ship from sensor detection by a %.
 
 
===Components:===
 
 
====Cloaking Efficiency====
 
 
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.
 
 
====Cloaking Sensor Reduction====
 
 
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%
 
 
====Size====
 
 
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.
 
  
 
==CIWS==
 
==CIWS==
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Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.
 
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.
  
==='''Components:'''===
+
===Components===
 
Gauss Cannon Rate of Fire:
 
Gauss Cannon Rate of Fire:
  
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ECCM:
 
ECCM:
  
----
+
{{Designed Systems}}
* [[Main Page]]
+
[[Category:Designed Systems]]

Latest revision as of 12:02, 16 February 2016

All the systems listed here are able to be player designed. This article used to detail the various components. The box below contains all player designed systems. What is left here are the systems that did not get moved due to Pages already existing. It is currently a work in progress.

Missile Launchers

See Missile Launchers.

Components

The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.

Launcher Size

This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.

Missile Launcher Size
Size Max Missile Size Base Rate of Fire
1 1 30
2 2 60
3 3 90
4 4 120
5 5 150
6 6 180
7 7 210
8 8 240
9 9 270
10 10 300
11 11 330
12 12 360
14 14 420
16 16 480
18 18 540
20 20 600
24 24 720

Reload Rate

The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.

Platform Type

There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.

Reduced Size

The options here allow the launcher to be reduced in size at the expense of reload rate.

Missile Reduced Size
Size Rate Notes
Standard 1x
.75 2x
.5 5x
.33 20x
.25 100x +on Mount Magazine (includes internal magazine)
Box (.15) 15x No internal reload

Shields

Stop laser and Missile damage until 0.00 strength, then damage passes to armor.

Components

Shield Type

Alpha to Omega 1-15 shield strength

Shield Regeneration Rate

Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15

Fuel Efficiency

Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.

Jump Engines

Components

Jump Drive efficiency

Ranges from 3-25; increase via research.

Max Jump Squadron Size

The number of ships without a jump engine that can follow a ship equipped with this jump engine through a jump point.

Ranges from 3-12 squadron size; increases jump engine size.

Jump Point Distance

This is useful if you are planning on jumping into an enemy system where the enemy could be waiting for you on the other side. It allows you to jump and be further from the jump point; it slightly increases jump engine size.

Size

Increases the HullSize the component takes up but also increases the maximum size of the ship it can jump. The Max Ship Size has to be greater than the ship's total hull size; this includes the jump engine itself, so remember when designing a jump engine that you need to account for both the size of the ship + the jump engine's considerable mass.

Please note, that when jumping multiple ships in a fleet, no jump engine can jump a ship larger than the ship it is mounted on, even if the Max Ship Size can accommodate both ships. If the accompanying ship is smaller than the ship equipped with the jump engine, both ships can pass through normally.

Jump Drive Type

Military-

Military jump engines are smaller in size and suffer no penalty to max jump squadron size, with more efficient use of size.

Civilian-

Less efficient use of size and significantly larger overall, but can jump larger ships than military version (10x higher Max Ship Size than military). Civilian drives are less costly, but their max jump squadron size is penalized by one.


Military jump engines cannot open jump points for civilian vessels, and vice versa.

Railgun

Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.

Components

Railgun Type

10cm - 50cm

Increases size of railgun and the range and power requirements.

Railgun Velocity

Increases Railgun range without increasing size or power requirements.


Capacitor Recharge Rate

Capacitors increase power recharge of weapons. Allowing faster fire rate.

Ranges from 1-25

CIWS

Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.

Components

Gauss Cannon Rate of Fire:

Beam Fire Control Distance Rating:

Fire Control Speed Rating:

Active Sensor Strength:

Turret Rotation Gear:

ECCM: